Metallurgic Summonings

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Mythic Rare

Combos Browse all

Tokens

Metallurgic Summonings

Enchantment

Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's converted mana cost.

, Exile Metallurgic Summonings: Return all instant and sorcery cards from your graveyard to your hand. Activate this ability only if you control six or more artifacts.

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Metallurgic Summonings Discussion

1empyrean on Jodah's Maelstrom EDH

3 days ago

I usually try to combo out as soon as possible when I cast it, taking extra turns, gaining mana to cast more spells, and drawing more cards. The goal is to avoid giving my opponents the chance to use it against me.

My current deck doesn't currently run Teferi, Mage of Zhalfir or Grand Abolisher to lock my opponents, but I do runNarset Transcendent and Teferi's Protection.

Also, it is the reason I am running Talent of the Telepath. Potentially, it could mill out an opponent on its own by finding enough spells to recast it again and again. An alternative, and known combo I am not using, is Knowledge Exploitation, stealing all the instant and sorcery cards in all opponents libraries.

One of my favorite things to do with it is actually to have Metallurgic Summonings, Monastery Mentor, or Ramos, Dragon Engine and just swing for massive damage.

Lastly, one of my wincons is Insidious Dreams -> Maelstrom Wanderer, Eye of the Storm, and whatever spell or spells depending on number of cards discarded will most help you win, usually Karn's Temporal Sundering works well enough.

Hope that is enough of an explanation of things.

Duck_Emperor on Jori's school of ctrl+c and X

5 days ago

Oh thanks for your sugestions and sorry for the late feedback! Let me star with your question. Exiling is just generally more powerfull than send to the graveyard because any deck can have one or two pieces of recursion (and in my meta almost all actually have), the Memory part of Commit goes well with it since my opponents will get less from the effect and against reanimator decks it spikes in power.

On permanents:

I got rid of most permanents in this deck in favor of instants and sorceries because the later can be copied and cost reduced unlike the former, I actually cut down Archaeomancer and other creatures with that effect earlier, the guildmage was also cut because he is to easely removable and his ability costs to much to use repeatedly. Cast Through Time was also cut because 7 cmc and UUU in it is to much for na enchantment when there is Swarm Intelligence already. Guttersnipe is usually a lightining rod for removal and draws attention from everyone at the table. Mizzix and Baral are beyond the budget but I'm watching Baral closely waiting for rotation. I considered Jaya before but her price was high back then, now it came down she is an option. Metallurgic Summonings very interesting with that activated hability, I totally forgot about it.

On instants and sorceries:

For a boardwipe I was considering Volcanic Vision instead or Evacuation. I don't feel like legendar sorceries are reliable enough with only the commander to enable it. Instead of Pull from Tomorrow I think Blue Sun's Zenith would do a little bit better. I also don't plan on going for infinit turns unless I Clockspin Ral into it because that is funny.. The pieces of removal are pretty good.

On cuts:

Will be looking at some of these while I make changes to the build.

RedUndead40 on Looking for feedback on mono-blue ...

1 week ago

I would strongly consider running Talrand, Sky Summoner instead since he gives you a reliable win condition. Your list right now has a few win conditions but not many. You can't really rely on Desertion type effects to end games and that seems to be the majority of your board presence. The discount from Baral is nice but that doesn't win games.

Talrand can run most of the same package (although I would still lower your curve considerably, run a bit more draw power, and add some mana rocks for acceleration) letting you keep your control element but without needing crazy good luck or a Metallurgic Summonings to end games.

If you do go with Talrand then Favorable Winds and Gravitational Shift are great additions that can end games very quickly. Also cheap, instant cantrips like Opt and Brainstorm are excellent for information advantage while pumping out cheap drakes.

Backinthefrey on Jori's school of ctrl+c and X

2 weeks ago

Here are my personal recommendations (with help from n8dm) for cards to add and cut from the deck. Let me know if you have any questions about cuts or recommendations.

Let's start with permanents:

  • First off, I'd recomment Cast Through Time, very fun especially with Swarm Intelligence.
  • Talrand, Sky Summoner provides aerial blockers and an alternate win condition in case you can't burn out your opponent.
  • Mizzix of the Izmagnus and Baral, Chief of Compliance are great for cost reduction of spells.
  • Nivix Guildmage is a great copy engine.
  • Guttersnipe helps with burning out your opponent.
  • Mnemonic Wall and Archaeomancer help get back your good spells.
  • The Mirari Conjecture does the same thing as the two above, but it's a saga.
  • Metallurgic Summonings helps with getting out chump blockers.
  • Jaya Ballard is a really great addition to the deck.
  • Finally, Precognition Field is good card filtering.
  • Now for instants and sorceries:

  • I would recommend Crush of Tentacles, as it's the perfect boardwipe for the deck.
  • I'm gonna recommend the burn spell Jaya's Immolating Inferno, it's a personal favorite.
  • Snap is great for double casting to trigger Jori En, Ruin Diver.
  • Scour from Existence, Rapid Hybridization, and Chaos Warp are great instant speed removal.
  • Pull from Tomorrow is an amazing card draw spell that fits the X cost theme.
  • Lastly, Beacon of Tomorrows allows for some easy infinite turns if you draw your whole deck (doable:Pull from Tomorrow copied a few times).
  • Now to recommend some cards to cut:

  • Brutal Expulsion is too expensive for a pretty weak effect, it's essentially an expensive version of a weaker Remand + Shock combo.
  • I would like to question your addition of Clockspinning, as it can really only be applied to 3-4 targets.
  • Fall of the Titans is not the greatest of burn spells. It might seem good, but you'll never be able to cast it at full potential, as playing it for its surge cost does require you to spend mana on another spell.
  • I'd recommend you cut Magma Spray, there's much better removal out there.
  • Refuse isn't that great because you have to get it into your graveyard to take advantage of its aftermath effects, that paired with the fact that its initial effect is pretty weak.
  • Turn is also rather weak in this format.
  • Aphetto Alchemist and Fatestitcher have very limited application here, it seems as if you run them just to support Echo Mage and Pyromancer's Goggles.
  • Pyromancer's Assault is too weak , too much of an investment without enough of a payout.
  • Honden of Infinite Rage and Honden of Seeing Winds could be cut as the floor is too low and the ceiling isn't high enough, you're only running two of them.
  • Touch of the Void is pretty much a sorcery speed 3 drop bolt.
  • Teleportal can be cut seeing as you don't have many creatures that you'll be attacking with. The two you do have, Hypersonic Dragon and Sphinx of the Final Word already have flying.
  • Serpentine Spike is way too expensive. It is indeed a 3 for one, but that's at best for 7 mana. I'd recommend you just use a red boardwipe along the lines of Blasphemous Act.
  • Recoup doesn't do a whole lot, and it's debatably bad.
  • Processor Assault should be cut and replaced with Flame Slash. Flame Slash is half the mana for one less damage, and there's no additional cost.
  • Master the Way - I'm sorry, but that's just not a good card.
  • It'd be a good idea to replace Hanweir Battlements with Reliquary Tower, as Hanweir Battlements is really just a haste enabler here.
  • Crumble to Dust is not a really great card in a singleton format, and it can be replaced with Pillage.
  • Total suggestions: 24 Total suggested cuts: 18 ; As an extra side question, what's the purpose of all the exile?

    Andrey_ on Kenrith Twins

    3 weeks ago

    The deck looks fun, but, how do you win? I mean, you can control player's creatures, but it doesn't seems to be enougth, and you also have a lot of removals. I think you need to explore another ways do win the game, and for that, you'll need to change a lot of cards, and I sugest to do this with the artifacts.

    I'll sugest those: The Locust God, Metallurgic Summonings, Frost Titan, Rite of Replication and Blatant Thievery.
    You can copy Frost Titan for five tokens and have a good swing to someone, because you'll tap almost every powerful creature he could have.

    Have a great game :)

    Kogarashi on Metallurgic Summonings & Hive Mind

    4 weeks ago

    Both cards trigger at the same time, when you cast an instant or sorcery. As the controller of both cards that trigger, you control both of the triggers, so you choose which order they stack in.

    If you want, you can stack them such that the Hive Mind's trigger will resolve first, giving everyone else their spell copies (on top of the Metallurgic Summonings trigger). Or you can stack so Metallurgic Summonings resolves first and you get your token before everyone gets their spell copies.

    So it's either one, depending on how you choose to stack the triggers.

    TheGodofNight on Metallurgic Summonings & Hive Mind

    4 weeks ago

    I was playing a game of EDH with some friends, and I had both Metallurgic Summonings and Hive Mind on the field. I cast Dark Petition. At what point do I get the token from Metallurgic Summonings? Do I get it before the Hive Mind's trigger or after each opponent gets their copy of Dark Petition, but before my copy? I was under the impression that it stacked up like this: Cast Dark Petition, Hive Mind triggers, Metallurgic Summonings token trigger. So I thought it was I get the token, then my opponent's get their copy of the spell, and then I get my copy of the spell. My opponents disputed this saying it was spell, token trigger, hive mind trigger. Which is the correct order? Thanks in advance for the help.

    1empyrean on Jodah's Maelstrom EDH

    1 month ago

    While I like storm in this deck, I've been avoiding it to try things that are more appropriate for Jodah.

    Sentinel Tower and Guttersnipe are both good, and I've considered running Sphinx-Bone Wand, which would work even better. Its a matter of what to adjust in the deck, and if it give me more than what I take out, since none of these change the way you would play the deck.

    Docent of Perfection  Flip and Metallurgic Summonings do well for my token generation, and Noyan Dar, Roil Shaper use to be in the deck, and might return eventually.

    Mizzix of the Izmagnus is alright, but in my current build, its value is generally less than having my commander on the field. I don't really care about gradually reducing costs.

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